Tuesday, February 22, 2011

Pirate’s Dilemma

Pirate’s Dilemma

Piracy is notorious way of “stealing” people’s hard work and changing them a little to make in to theirs. However piracy is also the way people come out with great idea and creativity, like for example music started off with only on genre and slowly piracy improve and change it, which form many different genre of music. As a designer, it is not pleasant to see our work being taken by other and editing a little, just to make those work theirs. However, what we missed was the creative pirates improving on what we can do with our work, and it might even start a new trend or help society by a lot. Many games are being downloaded illegally, it might be bad, but what we did not notice was that these illegal soft-wares help many poor children to play the game at a cheaper rate or even free, just to get the experience of the game so that they could share with their friends. Game designers do not have to buy every game in order to learn from them to create a better game to the world.

Modern art movement

Modern art movement

Cubism is an art style created by Pablo Picasso, it is a modern art style which shows the audience the 4th dimension, and it is painted by showing the motion of the characters. It not only shows a perspective of the painting, but multiple perspectives in one piece of canvas. Cubism reveals the hidden part of the picture, similarly skinning someone and putting that piece on a 2 dimension image, like looking at a 4th dimension from window of a 2 dimension. Futurism has a lot to do with, smoke, pollutions, machines, speed and noise. Futurist only concentrates living in the future than living in the present, most paintings are often messy and dirty; pollution and climate change. Futurism has spread through art, from music, to literature, and to films. Surrealism is another modern art style that mixes reality with the psychological mind. It is a combination of our everyday life to our thoughts, creating a dream like world. Surrealism is mainly the work of the unconscious mind, and every art piece created it by the artist image of a dream. Surrealism can be said to be a window to the artist dream world. There is no time to the surreal world; time stays still in the world of the artist’s mind. Many games created have different kind of implementation of modern art, so when making games, there are plenty of ideas when using these kind of art styles for illustrations or even on the stories. Many game world are created in surrealism which allow us to make use of the theory to come out with our own world.

EMOTION

EMOTION

Emotion is a psychological experience from an individual state of mind affected by biochemical and environmental influence. Feelings and Emotions are two different things, feelings is used as a physical state while emotions is from a mental state. People are affected with an anger emotion when they do not achieve what they like, want or need. Humans will feel a happy emotion when getting something they want, or something more than they expected. The few emotions human experience is grief, laughter, happiness, anger, envy and resentment. In games, emotions are very important, like fear, it is the main purpose to horror games which made it fun and great to play. Fear is neither good nor bad; it gives a relief to the players. When a gamer plays a game, he expects sense of satisfaction, and experience anger when not achieving anything after a long day of playing to finish the game. For example, if you were playing a game for 24 hours non-stop to finish the game, defeat all the enemies and get to the end, but not receiving any rewards and instead the story ends like,” the player slip over a banana peel and dies from the fall.” Every game story should end properly and make the player feel a sense of satisfaction. Reward should be given to the players every once in a while, but it reward should continue to increase, or players would lose interest to it.

BEHAVIOURAL GAMES AND HUMANISTIC PSYCHOLOGY

BEHAVIOURAL GAMES AND HUMANISTIC PSYCHOLOGY

Since behavioral games are mostly about the thoughts of how we human want something more after getting something better, I learned that this law can be implemented to games. From Doctor Ivan Pavlov, he did an experiment on rats called the Skinner box. It is to show on how the rat acts when it hits the button for food, this action is cause by when the rat hits the button; it gains something that it wanted which is food, so this will allow the rat to hit the button whenever it is feeling hungry. So similarly to game, we can do things like this which keep players playing our game while they get satisfied. The dog experiment helped too, there are two dogs, a dog before it was fed the scientist rings the bell, and a normal dog. Both dogs have their jaw drilled, so when the scientist rings the bell, only the first dog fed after the bell rings salivates. And hence, this shows that in an action that a person continues to do, they are hoping for a sense of satisfaction every time they finished a task. Just like on Facebook, why would we want to keep clicking on the fortune cookie all the time, because it gives us encouragement or good advice we want to hear. For human Psychology, it is all about the way human live their life to the fullest. One of them which is Maslow’s Hierarchy pyramid of need. This chart shows us how the most important to us in life like food and sleep, and slowly when fulfilling the needs at the bottom, human wanted something better and more, so they advance to jobs, love and friendship, and then slowly to the peak which is when human experience the fullest. This is going to help us in games, to allow the players to slowly building up his game character to reach to the highest level where all players would like to target too.

Thursday, February 17, 2011

Davegray on gamestorming

Davegray on gamestorming

For our studio game that my group created has to do with a Russian nurse intern that has to help patients in a hospital located at a nearby reactor. When an explosion occurs, the whole of the hospital was in ruins, and a bio-hazard gas leaked and killed everyone accept for the Intern nurse. All the dead bodies start coming back to live due to the biohazard poisoning and she has to on the air-filtration system for the first floor in order to escape through the exit. With the help of the some axe, flare sticks and light sticks, she has to protect herself and escape the dangerous place safely.

Open: Our group members group together to think of many ideas, we had a large piece of mah-jong paper that allows us to come out with many drawings and points. Everyone has an amount of space to produce several good game ideas. We took a look at each of our groups member ideas; remove those games which we might cause any problem. We then keep only the best ten ideas. These ideas are then further discuss to see which game would be the most creative and the favourite among everyone. Some conflict might occur to save individual’s idea, hence an approach to others to give go critiques and votes for the better idea. After an idea is form, the goal has to be set. So our goal is to leave the hospital safely from zombies.

Explore: After that we try out by making the players just running away from the zombies with an unlimited among of flare sticks. There is a question that has been troubling us; are zombies afraid of the light or attracted to it. We act out the scene of it, and make a conclusion. If zombies were to be attracted to light, player will have hard time playing the game and there is too much advantages to the zombie than to the player. So we decided that the zombies should be afraid of the lights. The second issue was that; is unlimited amount of flare a good idea? We tried out the game with a prototype, and it’s too easy to win if we kept spamming the flare key. So now, players are to find the flares and also to use it wisely and not to use up the only lighting tool. Problems like can flares and axe kill the zombies also been solve by playing it with a prototype, without killing the zombies there would not be any fun and it would be boring just by hitting on the same key continuously and running away.

Close: the game has slowly form and it is almost complete, the weapons and item have settled, player issue to seizure during games has been opened, so we decided to increase brightness to the game so that even without the flare stick, players are able to see a little. Types of flares decrease to only one as we only need one type of flare. Then map has also been finalized and the game is completed.

Other uses and ways the game could be used

The game could be a safety tip to people who might come across to a blackout. When they play the game, the know that finding a light source is important, looking at maps, familiarising and seeking for the shortest route and also to look out for the exit sign to escape from collapse building from any disaster like earth quake or during a bombing attack. Another use was to also educate the young children the importance of light and without light, how inconvenient it would be for us humans.

Dave Grey’s Gamestorming

Dave Grey’s gamestorming starts from how we work together as a team. He showed that if designers work together, like how office men work together in a cubical, our creativity would not increase. So he suggested that we have to gather together working and keep giving ideas to one another, our ideas should be stick on a board where everyone could see it and modify the ideas. We should always understand that all these ideas should be tested out in order to find problems to it, and then we can solve the problems to make the idea better. When having an idea, we have to socialize with one another talk about it then sort it by voting or writing down on post-it about the good and the bad ideas. After that, synthesising, by drawing the characters, the map, making prototype and model to have a clearer view of the game.

Thursday, November 25, 2010

HTI reflection on creativy game

The house of Aimus is a puzzle game which needs to use a little thinking to proceed to the other level. The answers are related to the back ground, so players must relate to the background to find for the important answer. The game could be little challenging because only certain words that the player type in then the players are able to proceed in the game. The timing is just right, for a first timer like me, I manage to finish the game with remains of 3 seconds. I was quite stuck at a part where they show an image of the spiral stairs down to the basement, this is cause by the unclear image of the stairs. And also at the end of the last door where they show a brown door, I think they should make a hint to the players that that was the door to the basement party. If the players were to know it is the party door, they get the hint to knock on it. Creativity is created because when the player starts thinking how to get in through each level, and looking at the image, he start creating ideas of how and what a player would do if he were to try to get into someone’s house into the basement party. It is a thought that kept the mind running wild to form many ideas, which is known as our creativity. For our GDD group; Unrage, we group together to create a game called Purge. Purge is a game about a nurse name Natalia who was an intern nurse in a hospital of Russian. She was trap in the hospital with all the dead doctors, nurses and patient in the doctor. She is lucky and survived the earthquake and explosion near the hospital, but unfortunately, the bio-hazardous gas take over the whole hospital and only affects the dead into the living-dead. Natalia being an intern nurse knows nothing about the hospital only could find some flare sticks and glow sticks, so she used this equipment to keep her protected from zombies and also use it to lead her out of the dark hospital. The players playing as Natalia have to venture around the hospital looking for the exit and also look out for any unwanted blood thirsty living-dead. We can implement creativity in our game too, like for example, we can programme the game so that Natalia is able to dismantle parts and material of the furniture in order for her to create weapon or safety armour. We can make it a creativity game by making the players think how they are going to get to the exit as quickly as possible with the available furniture inside the hospital. Our group game can also make the game more creative by thinking how do they use the flare stick for different purpose, like for example, a flare stick can be use as a weapon because of the hard material, it can be use as a crowbar since its long or a heater since it lights up and produce heat. This way the players have to spend time to think how are they suppose to survive in the horrible place with only a flare stick; more of a multi-purpose equipment.